GamesRoguelikeMetal Slug TacticsMetal Slug Tactics roguishly reinvents turn-based run-and-gunWhen you purchase through links on our site, we may earn an affiliate commission.Here’s how it works.
GamesRoguelikeMetal Slug TacticsMetal Slug Tactics roguishly reinvents turn-based run-and-gunWhen you purchase through links on our site, we may earn an affiliate commission.Here’s how it works.
When you purchase through links on our site, we may earn an affiliate commission.Here’s how it works.
(Image credit: Gamera Games)

I’ve lost way too much time to the Metal Slug series over the years, that most ubiquitous of Neo Geo arcade shooters. Classic Contra-adjacent run-and-gun shooters; loud, dumb andgorgeouslyanimated. So how on earth does that translate to a turn-based tactics game? After playing a few rounds ofthe surprisingly beefy demo, the answer is ‘impressively well’, a few rough edges aside.
While the battle maps and objectives are hand-made rather than procedurally generated, your route through each region is unpredictable, as are enemy spawns. Mission rewards and the perks available on levelling up are also somewhat randomised, helping keep things fresh even in the demo.
Enemy attacks come frequently and everything has a 100% chance to hit.
Enemy attacks come frequently and everything has a 100% chance to hit.
Enemy attacks come frequently and everything has a 100% chance to hit. Hoofing it to the limit of your character’s movement range gives them a temporary ‘dodge’ buff, which reduces all incoming damage. Stack that with ending your turn behind cover tiles (handily highlighted in blue) and you can often reduce several hits down to almost nothing, or even no-sell damage entirely.
(Image credit: Gamera Games)

Given that health recharges fully after each fight and KO’d squaddies are revived for free, it’s often safer to charge headlong into a group of enemies than hunker down. Every system plays into encouraging this kind of measured recklessness, like movement generating Adrenaline, the resource used to activate special abilities.
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Not only is it okay to have enemies shoot at your squad, but if you make the right move, it’sgoodto take damage. Even if two of your squad are dead and a third is at death’s door, completing an objective ensures there’s nothing lost come the start of the next fight. Plus, if you overextend, you can spend extra lives (one of two limited resources, with heavy weapon ammo being the other) to revive them on the spot.
(Image credit: Gamera Games)

It’s perfectly viable to catch your own teammates in a grenade or shotgun blast if the numbers work in your favour, and not having to worry about healing or revives between fights feels like a huge relief after so many roguelikes where taking a single bad hit can kneecap you for an entire run.
There is room for subtlety, though, and that’s where the Sync system comes in. If you take a shot at an enemy while a teammate is in position to hit with their (free) primary weapon, then they’ll take that shot as a free bonus action. Stack up right, and you can hit enemies with all three characters a turn. Instant death for grunts, and so powerful that bosses can only have one sync shot hit them per turn.
It’s fast, messy knockabout tactics.
It’s fast, messy knockabout tactics.
In short, it’s fast, messy knockabout tactics. Forgiving if you’re willing to burn lives, but with room for a lot of precision and skill once you understand the mechanics. It feels like Metal Slug. Sounds the part, too, and looks… near enough. Aesthetically, the screenshots and trailer speak for themselves—this is a great-looking game, and while it doesn’tquitenail the aesthetic of SNK’s gorgeous sprite-work (the shading looks a tiny bit off), it comes shockingly close. Every character bounces and wiggles excitedly when left idle, and battle animations are full of exaggerated motion and stretchy, squashy smear frames.
There’s a surprising amount of meat on the demo’s bones too. My first successful run took around an hour, but completing that unlocked close-combat specialist Tarma, the option to spend currency to expand the upgrades pool and a second difficulty level, which bumps up the tier of enemies encountered but bumps up the rewards and vehicle spawns (such as the titular Metal Slug tank) to help deal with the tougher bad guys.
(Image credit: Gamera Games)

While a good time already, the demo does have a few wrinkles. Though it’s mostly arcade-authentic, the UI looks a little sterile and overly clean in places, and some bigger bits of pixel-art (such as the title screen) look a little underbaked. I also bumped into a couple bugs where the UI refused to respond, forcing me to quit and re-open the game. Thematically, it could also raise eyebrows to see so many scimitar-swinging Arab stereotypes in the demo, with the promise of masked jungle cultists in loincloths coming in the full game. Granted these are all enemies lifted straight from the arcade originals, but might sit poorly with a 2024 audience.
Without a release date pinned down, the technical issues have plenty of potential to get fixed, at the very least, and I’m eager to see the other environments and enemy types. Metal Slug Tactics launches later this year, with the demoavailable on Steam now, and has my seal of approval.
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